In the last tutorial, we had looked at a very simple example usage of Mitsuba with only a single sphere primitive. We will now look at a more complete scene with the description of other entities like film, intgrator, bsdf etc. So lets get started.
In this scene, we will render a plane primitive with a checkered material. We will introduce the following new scene elements.
In this scene, we will render a plane primitive with a checkered material. We will introduce the following new scene elements.
- integrator (for the rendering algorithm used)
- sensor (for the camera settings like fov)
- film: a sub-entity of the sensor element (for the output image resolution and type)
- sampler: a sub-entity of the sensor element (for the number of camera samples and the type of sampling distribution to be used.
- plane (for rendering of our plane shape)
- bsdf: a child entity of our plane shape (for the checkered material)
Integrator:
This element tells Mitsuba the type of rendering algorithm to be used for the scene. For the first few tutorials, we will stick with the path tracing algorithm (type="path") for the integrator element. For this scene, the integrator element is defined as follows:
< !--Setup scene integrator -- >
< integrator type="path" >
< !-- Path trace with a max. path length of 5 -- >
< integer name="maxDepth" value="5"/ >
< / integrator >
Sensor:
This element is analogous to a camera object. For this scene, we will use a perspective camera (type="perspective"). Its sub-elements transform controls the camera's position and orientation, the focusDistance element controls the distance of the camera focal plane. The fov element controls the camera field of view.
Film:
This is the sub-element of the sensor element. Its main attribute type controls the format of the output (ldrfilm or hdrfilm). If hdrfilm type is used, the output format is EXR. The sub-elements width and height control the output image dimensions.
For this scene, the sensor element is defined as follows:
For this scene, the sensor element is defined as follows:
< sensor type="perspective" >
< transform name="toWorld" >
< translate x="0" y="0" z="-1"/ >
< / transform >
< float name="focusDistance" value="1"/ >
< float name="fov" value="45"/ >
< film type="hdrfilm" >
< integer name="width" value="640"/ >
< integer name="height" value="480"/ >
< / film >
< sampler type="independent" >
< integer name="sampleCount" value="32"/ >
< / sampler >
< / sensor >
Plane:
The plane shape is defined by the type ("rectangle"). The position, orientation and scale of plane is controlled through the transform sub-element. To orient the plane properly, we rotate then scale and finally translate it. The material is controlled by the bsdf sub-element. Here we have defined a diffuse material. The bsdf element has a texture sub-element which has a uv scale of 32 (that is the texture tiling amount), color0 and color1 are the two checker colors and filtertype controls the texture filtering scheme to be used. This can be
- EWA (for EWA filtering which is the default filter type)
- trilinear (for linear filtering)
- nearest (for nearest neighbor filtering)
For this scene, the shape element is defined as follows:
< shape type="rectangle" >
< transform name="toWorld" >
< rotate x="1" angle="-90"/ >
< scale x="2" y="2" z="2"/ >
< translate y="-0.1"/ >
< / transform >
< bsdf type="diffuse" >
< texture type="checkerboard" name="reflectance" >
< float name="uvscale" value="32"/ >
< rgb name="color0" value="0,0,0"/ >
< rgb name="color1" value="1,1,1"/ >
< string name="filterType" value="EWA"/ >
< / texture >
< / bsdf >
< / shape >
The entire scene description given above gives us the following output.
Output from the CheckeredPlane.xml scene |
The scene file may be downloaded from here: https://www.dropbox.com/s/dtz7y9svuov7gxk/CheckeredPlane.xml
0 comments:
Post a Comment